Garen – Demacian Steel. The most important card type in any draft are generally creatures. Still don’t use their mana very well in general. 19 Lands. I saw all my powerful uncommons every game, and even topdecked cards that were perfect answers every time. The gist: Good decks are designed in such a way that you're very likely to spend all your mana each turn. Aggressive, low-curve decks (which curve out at at four or five) will run as few as 11/16 lands. Curve: 1-drops (0-2) 2-drops (5-8) 3-drops (5-7) 4-drops (2-6) 5+ mana (0-4) Cards that are cast off-curve (2-6) Okay, so a couple things related to this outline. Let's take a second to talk about mana curve. This is the most common land count in the format. Typical decks (one or two colors, curve out around six or seven) will typically to run 12/17 lands. Nothing’s worse than having two completely different draft decks stitched together. Fortunately for Muldrotha, Commander Legends already has a substantial graveyard theme with self-mill, the encore ability and the aristocrats-style decks. I played a draft today that gave me perfect mana and curve every single round. This allows you to potentially drop spells on every turn, a 1-drop on turn 1, and 2-drop on turn-2 etc. First, if you average them all you get about 23 spells, so that makes sense. You have a steady curve of units at each mana cost that can punish slow decks or opponents who didn’t draw their early game.Many elites come with powerful buff abilities that ensure your units will always be bigger than your opponents’. Above average curve. There's lots of guides out there, but the general rule of thumb is 17 land (16 in an aggressive deck with a lower curve, or with 2+ alternative mana sources like Llanowar Elves) and the remainder spells and somewhere between 12-17 creatures depending on what your spells look like. Like many other decks that can be built in Commander Legends draft, the Muldrotha deck is a midrange build that wants to use mana ramp and cheap, synergistic cards in the early game to lay the foundation for bigger plays later on. Next, this illustrates the concept of mana curve. also known as curving out. This is an essential Magic concept which applies to Booster Draft and every other Magic format you'll find. A “mana curve” is the organization of your deck based on how much a card costs to cast. 18 Lands. Don’t be too focused on the number of MDFCs. 4. Again, think about how well your deck can use its mana. Region(s): Demacia Strengths: This archetype focuses on “Elite” units.It is new player friendly to both draft and play. Keep an eye out and commit to a plan once you are a pack or so in. Mana Curve: 17: 40 card Pre-Release / Draft: N/A <20: Very aggressive beatdown: Almost exclusively 0-2cc: 20: Aggressive beatdown: 32 or more spells of 0-2cc; 8 spells 3cc or higher: 22: Beatdown deck with utility: 20-28 spells of 0-2cc; Aggro-control 10-18 spells 3cc or higher: 24: Generic deck Make sure to pay attention to your mana curve, as you’ll typically want to have some good two and three spells. You’ll have up to five MDFCs and a relatively normal curve. Mana curve refers to picking up cards that are costed differently.